exterior asset pack v2....yes,or no?

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

TSotP wrote:In all seriousness, do you think your assets could be used to make a "Dragon Age: Origins" 'conversion'.

From what I've seen, it definitely looks possible. Maybe not so practical though.
well i'm not familiar with that exact game, but the eapV2 pack should at the moment at least have enough content, to make a basic city, forest, farm, improvised cave enviroment,swamp enviroment.

currently looking into adding invisible wallsets without doornodes as in order to get diarmiuds skysystem to work correctly
the system should work flawles, but conflicts with doornodes, so a functional exterior enviroment must be a doorless level build.
i.e. most fake-blockers, and wall removers will cause graphic glitch or malfunction. an invisible wallset removes the need for most utility props, and lets you stick custom sized assets in there to your content, with level collision property intact. also removing the need for large amounts of blockers and utilitie props, thusly cutting the number of on map entities down by half, wich Always makes for better performance....... theoretically that is ;)
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TSotP
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Re: exterior asset pack v2....yes,or no?

Post by TSotP »

Oh, here is something I did think about. Have you thought of making a custom set of stairs that is like walking up a hill. Maybe with and without a fence. That might increase the abillity to make outdoors areas.

If it's possible you could do 4 types.
With a fence on the left as you go up.
A fence on the right as you go up.
No fence on either side.
And a fence on both sides.
(As well as a fence portcullis)

That would allow someone to make a hill 1, 2 or more tiles wide.

I don't know much about the capabilities if the Grimrock engine, but it's an idea.
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

TSotP wrote:Oh, here is something I did think about. Have you thought of making a custom set of stairs that is like walking up a hill. Maybe with and without a fence. That might increase the abillity to make outdoors areas.

If it's possible you could do 4 types.
With a fence on the left as you go up.
A fence on the right as you go up.
No fence on either side.
And a fence on both sides.
(As well as a fence portcullis)

That would allow someone to make a hill 1, 2 or more tiles wide.

I don't know much about the capabilities if the Grimrock engine, but it's an idea.
if you mean an actual functional Multi store dungeon where one can walk from one floor to other floor within same level is not suported in log, only solution i had if a model has stairs in it is an invisible textured stair model. but props can certainly be bigger than one tile , you just have to use invisible wall replacement and any model size can be placed wthout protruding - clipping walls :)
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TSotP
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Re: exterior asset pack v2....yes,or no?

Post by TSotP »

Yeah, it would function exactly like a set of stairs, but look like an incline up a hill. I've never tested what happens when you have more than 1 set of stairs side by side. I assume it looks like multiple sets of stairs... which wouldn't work for a hill.

But with an invisible roof and invisible walls, and a slope instead of steps. I think it could work.

With an optional side fence, and portcullis fence it would make it more convincing. I'll find a picture for you later today (I'm currently getting my girls ready for school lol)

---

Edit: Damn touchscreen phones and autocorrct.
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TSotP
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Re: exterior asset pack v2....yes,or no?

Post by TSotP »

Sorry, I couldn't find a decent picture for you.

I also had another idea. 4 impassable tiles for water.

A tile with a quarter circle of water on it. With a grass bank. With the water slightly sunken
The inverse of that tile. A quarter circle of grass with a bank and sunken water on one corner
A straight bank with sunken water
A completly sunken water tile.

These could be used to make rivers, lakes, streams and ponds. And, with an retextured bank and water bottom, even sewers.

Also, with the water being slightly sunken, your 'Chasm Bridge' would work with it as well for bridges and piers.

And if you made the fence porcullis compatable with your bridge, it could be used as a bridge railing too.

I don't know if you are wanting to go in this direction, but hopefully it's some food for thought
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

while playing around with diarmiud's demo skysystem i noticed that it had a very performance friendly effect on my assets, his skysystem uses different lightning method, so there's no shadows. and that prove to be very benefitial. 8-)
without shadows from ceiling lamp performance is way up..... realy way up, compared to skybox-ceiling lamp method :o :shock: :? 8-)
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

here's a ingame screenshot of eapV2 assets combined with diarmiuds skysystem over on nexus, ha no more black sky clipping and it friggin rains...... how sweet is that. oh yeah also framerate performance realy aint bad at all 8-)

http://grimrock.nexusmods.com/Images/117/?
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Komag
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Re: exterior asset pack v2....yes,or no?

Post by Komag »

kinda reminds me of Morrowind :)
Finished Dungeons - complete mods to play
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

Komag wrote:kinda reminds me of Morrowind :)
he , he, he close :twisted:

its actually a mix of custom assets found on various oblivion and morowind nexi plus some stuf from free 3d models and such sites,
also i got diarmuid's o.k. to include the sky system so the skyboxws and black clipping are a thing of the pastalso the ceiling lamps can be ditched, skysystem has way better looks and performance, matbe if i have the exterior pack finished i'll look into some future-space age goodies :)
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odinsballs
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Re: exterior asset pack v2....yes,or no?

Post by odinsballs »

small drawback update ... the only thing currently not included in eapV2+skysystem will be rain, this will be fixed at latter stage
otherwise fully working within and mostly beyond game engines restrictions and functions. on the upside this method opens up new venues for prop usage ;)
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